At QuakeCon we managed to get hands-on time with Rage 2, and well, we were definitely impressed with the fast-paced action, great feel, and abilities that were integral to the combat flow. Although a great FPS feel is nothing new coming from id Software, but it's fascinating to learn just how this works in the context of an open-world adventure developed in collaboration with Avalanche Studios.
Which is what we talked about when we got the chance to sit down with id Software studio director Tim Willits.
“Open-world games are really fucking hard to make.” That’s id Software studio director Tim Willits responding to me when asked about the collaboration process between the house that built Wolfenstein and Doom and the studio behind open-world hits like the Just Cause series and more recently Mad Max – Avalanche Studios.
Click Here for Our Rage 2 Gameplay Capture and id Software Chat
He would go on to describe that because players are given the freedom to explore and play in a sandbox with several different tools, this changes things from his own history as a level-designer. “It's so much of a systems-driven robust way of thinking,” Tim adds whilst continuing our discussion about the open-world design of Rage 2. “Typically I'm like, ‘Okay. I can script this guy to do exactly this and he comes just like this and I know the player's always here.’ And just thinking about this [in an open-world setting] is totally different, it has been an eye opener.”